#version 120

attribute vec3 Position;
attribute vec3 Normal;
attribute vec2 TexCoord0;

uniform mat4 TransformationsMatrix;

varying vec2 VertTexcoord;

void main()
{
	gl_Position = TransformationsMatrix * vec4(Position.xy, 0.0, 1.0);
	gl_TexCoord[0].xy = TexCoord0;
	VertTexcoord = TexCoord0;
}